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Save-Point - Basic Enemy Counterattacks

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I was wondering if a script existed for enemies to counterattack with a physical attack when they are hit with a particular attack (like magic or a normal physical attack). I'm using a mostly unaltered XP default template with no intense scripts being used. Just was hoping to add some variety to some boss encounters.
(04-01-2022, 05:10 PM)kingray100 Wrote: [ -> ]I was wondering if a script existed for enemies to counterattack with a physical attack when they are hit with a particular attack (like magic or a normal physical attack). I'm using a mostly unaltered XP default template with no intense scripts being used. Just was hoping to add some variety to some boss encounters.

It's not like we don't wanna help you but it would really help us come up with a good strategy that might solve your problem if you do tell us what you actually mean by no intense scripts being used. Since you don't seem to be a script "power user" right now, you might prefer to offer us a list of custom scripts or script modifications you have added to your project. Even small scripts might affect a certain skill or battle or pretty much anything if they don't rely on stuff like aliasing methods...
(04-02-2022, 04:11 AM)kyonides Wrote: [ -> ]
(04-01-2022, 05:10 PM)kingray100 Wrote: [ -> ]I was wondering if a script existed for enemies to counterattack with a physical attack when they are hit with a particular attack (like magic or a normal physical attack). I'm using a mostly unaltered XP default template with no intense scripts being used. Just was hoping to add some variety to some boss encounters.

It's not like we don't wanna help you but it would really help us come up with a good strategy that might solve your problem if you do tell us what you actually mean by no intense scripts being used. Since you don't seem to be a script "power user" right now, you might prefer to offer us a list of custom scripts or script modifications you have added to your project. Even small scripts might affect a certain skill or battle or pretty much anything if they don't rely on stuff like aliasing methods...

Fair point. The scripts I am using are:

- Advanced Shop Script
- Battle Report Script

That's it.
That's it?

Stay frosty, Kingray100.  You want something basic so the enemies are triggered to give a melee attack (perhaps on a chance roll) if they are struck?  Originally, I thought it would be hard to do.  Currently working on something now, and I only needed to add a value to Game Battler, and alias two methods in Scene_Battle phase 4.

I might have this out by the day!

This is basic.... I needed a break from the non-standard stuff I've been requested. Laughing   I got a lot...

EDIT:  Okay, done.  I spent time making it possible for Actors to also deliver counters, ensuring a counter attack doesn't TRIGGER a counter (wow... ping pong back and forth fun there Tongue sticking out), allowing both melee or skill counters (only one defined per battler), if the skill uses SP, and if it would work with my AnimBat.

So now, >Kingly Kounters< is done.

Yes... I did have to make sure a counter didn't result in a counter. Basil attacked... Ghost Countered... Basil Countered Ghost's Counter. Ghost Countered Basil's Counter, Basil Countered Ghosts Counter of Basil's Counter... Ping Pong!!! It was laughably funny to see. But yeah, that lunacy won't happen.
(04-06-2022, 07:02 PM)DerVVulfman Wrote: [ -> ]That's it?

Stay frosty, Kingray100.  You want something basic so the enemies are triggered to give a melee attack (perhaps on a chance roll) if they are struck?  Originally, I thought it would be hard to do.  Currently working on something now, and I only needed to add a value to Game Battler, and alias two methods in Scene_Battle phase 4.

I might have this out by the day!

This is basic.... I needed a break from the non-standard stuff I've been requested. Laughing   I got a lot...

EDIT:  Okay, done.  I spent time making it possible for Actors to also deliver counters, ensuring a counter attack doesn't TRIGGER a counter (wow... ping pong back and forth fun there Tongue sticking out), allowing both melee or skill counters (only one defined per battler), if the skill uses SP, and if it would work with my AnimBat.

So now, >Kingly Kounters< is done.

Yes... I did have to make sure a counter didn't result in a counter.  Basil attacked... Ghost Countered... Basil Countered Ghost's Counter.  Ghost Countered Basil's Counter, Basil Countered Ghosts Counter of Basil's Counter... Ping Pong!!! It was laughably funny to see.  But yeah, that lunacy won't happen.
Wow very cool! Thanks so much! I will definitely give this a try and let you know how things turn out! Very cheery